Powder plasma

  • Wolfblood
    23rd Jul 2013 Member 0 Permalink

    There is a way to make solid plasma simply use this in the console

                                           tpt.el.dust.heat=9999

                                           tpt.el.dust.name="ppsm"

                                           tpt.el.dust.description="Powdered plasma extremely hot"

    Its hilarious seeing dust melt through titanium

    post your crazy elements on here to

                                           

    Edited 3 times by Wolfblood. Last: 23rd Jul 2013
  • fireball5000
    23rd Jul 2013 Member 0 Permalink
    cool! I love messing up elements with console! check out what I did the other day: https://powdertoy.co.uk/Discussions/Thread/View.html?Thread=17268
  • hiroki75
    26th Sep 2013 Member 0 Permalink

    tpt.el.elec.diffusion=20

    tpt.el.elec.life=2

    tpt.el.elec.name="FLY"

    tpt.el.elec.description="Allows The Player to Fly"

     

    Still kinda glitchy, works best with no gravity.

  • FeynmanLogomaker
    26th Sep 2013 Member 0 Permalink

    local element1 = elements.allocate("FEYNMAN", "REP")
    elements.element(elements.FEYNMAN_PT_REP, elements.element(elements.DEFAULT_PT_BCOL))
    elements.property(elements.FEYNMAN_PT_REP, "Name", "REP")
    elements.property(elements.FEYNMAN_PT_REP, "Description", "Replicating Powder!")
    elements.property(elements.FEYNMAN_PT_REP, "Colour", 0xFF9000)
    elements.property(elements.FEYNMAN_PT_REP, "MenuSection", 8)
    elements.property(elements.FEYNMAN_PT_REP, "Gravity", .5)
    elements.property(elements.FEYNMAN_PT_REP, "Flammable", 0)
    elements.property(elements.FEYNMAN_PT_REP, "Explosive", 0)
    elements.property(elements.FEYNMAN_PT_REP, "Loss", 1)
    elements.property(elements.FEYNMAN_PT_REP, "AirLoss", .5)
    elements.property(elements.FEYNMAN_PT_REP, "AirDrag", .01)
    elements.property(elements.FEYNMAN_PT_REP, "Advection", .01)
    elements.property(elements.FEYNMAN_PT_REP, "Weight", 0)
    elements.property(elements.FEYNMAN_PT_REP, "Diffusion", 0)
    REPUpdate = function(i, x, y, s, n)
    if not(cx == 0 and cy == 0) and tpt.get_property('life', x, y) == 0 then
    local ctmp = tpt.get_property('tmp', x, y)
    for cx = -1, 1 do
    for cy = -1, 1 do
    tpt.create(x + cx, y + cy, 'rep')
    tpt.set_property('life', ctmp + 10, x+cx, y+cy)
    tpt.set_property('tmp', ctmp + 10, x+cx, y+cy)
    end
    end
    tpt.set_property('type', 0, x, y)
    elseif tpt.get_property('life', x, y) == 0 then
    tpt.set_property('tmp', 10, x, y) --Default tmp to 10
    else
    tpt.set_property('life', tpt.get_property('life', x, y) - 1, x, y)
    end
    end
    REPgraphics = function(i, colr, colg, colb)
    --1, pmode, a, r, g, b, firea, firer, fireg, fireb
    --[[
    PMODE_NONE 0x00000000 --No draw
    PMODE_FLAT 0x00000001 --Basic
    PMODE_BLOB 0x00000002 --5
    PMODE_BLUR 0x00000004 --7 liquids
    PMODE_GLOW 0x00000008 --7 DEUT
    PMODE_SPARK 0x00000010 --GBMB
    PMODE_FLARE 0x00000020 --BOMB
    PMODE_LFLARE 0x00000040 --DEST Expl
    PMODE_ADD 0x00000080 --Add col
    PMODE_BLEND 0x00000100 --Better ADD
    NO_DECO 0x00001000 --No deco
    DECO_FIRE 0x00002000 --Deco with fire
    FIRE_ADD 0x00010000 --LAVA
    FIRE_BLEND 0x00020000 --Gases
    EFFECT_GRAVIN 0x01000000 --PRTI
    EFFECT_GRAVOUT 0x02000000 --PRTO
    ]]
    return 1,0x00000011,255,255,255,255,255,255,255,255
    end
    tpt.element_func(REPUpdate, tpt.element('REP'))
    tpt.graphics_func(REPGraphics, tpt.element('REP'))

     

    A fun little replicating dust. Save it as a lua file and run it with the console to use it (there should be instructions on the wiki). :)

     

    WOO-HOO! Code tags are working!